Runescape - welcome back to 2007 motherfuckers

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I liked the dailies. The big appeal RS3 had for me was that I could indirectly skip content I dislike and not feel like I need to spend a billion hours leveling up a single skill

Fucking rip to what made me enjoy rs3 so much
 
From an Ironman perspective:

Dailyscape is like opium. Feels terrible to miss out on it.
I've got little to complain about since they've showed they're rebalancing core skilling content alongside. It'll suck for high level agility until the summer balancing update though.

From a Mainscape perspective:
thatsnoneofmy.jpg

Edit:
Combat beta's shaping up to be good besides Ranged, which looks like a mess. Not weak, but way too complicated to optimise, which defeats half the point of the EoC. Welp, won't know for sure unless I login, but really can't see it being any less complex than BoLG minmaxing shenanigans in the current game.

Magic looks awesome. Genuinely will not miss 4taa if the new core ability feature spells the end of weapon auto attacks. pun intended
 
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From an Ironman perspective:

Dailyscape is like opium. Feels terrible to miss out on it.
I've got little to complain about since they've showed they're rebalancing core skilling content alongside. It'll suck for high level agility until the summer balancing update though.

From a Mainscape perspective:
View attachment 8578622
Now we just have to hope Havenhythe pays off. Zura lead a couple of the desert finale quests and I thought those were fine so maybe he learned or had better guidance when helping land it, and having known that I did scrutinize the quests more than usual. I thought the actual finale was a copout but I can't be too mad, Icthlarin is one of the few good ones.

Also if you didn't see it they reaffirmed that they don't have any plans to do new pride shit and will just rerun the old stuff, giving a corporate "we still and will continue to support pride" when the interviewer tried to ask questions about it.

I'm sure trannies are naturally mad when they should be glad they still get to march in-game while jmods turn into demons or Vorkath or whatever the fuck, putting the monsters in with the degenerates you know :smug: . Anyways the future is still looking bright and I hope the combat beta, or rather final release of improvements, lands and is good. That's coming first week of March apparently.
 
going off a few giant mole(lmao) kills because I've not yet had the want to buy membership, I dig what they did to melee. I quite like massacre(the bleed+heal ability) and how bloodlust feeds into combos.
The overall reduction in abilities makes me actually start thinking about abilities and when to use them instead of just adding stuff on the bar to fill in space.
I especially like Hurricane's cooldown reduction too.
I just miss some of the filler AoE abilities like Cleave and Quake though.

Also I don't really get when basic attacks come out or where they are supposed to be in the rotation.
 
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going off a few giant mole(lmao) kills because I've not yet had the want to buy membership, I dig what they did to melee. I quite like massacre(the bleed+heal ability) and how bloodlust feeds into combos.
The overall reduction in abilities makes me actually start thinking about abilities and when to use them instead of just adding stuff on the bar to fill in space.
I especially like Hurricane's cooldown reduction too.
I just miss some of the filler AoE abilities like Cleave and Quake though.

Also I don't really get when basic attacks come out or where they are supposed to be in the rotation.
Much like Necro, they're whenever you don't have anything off cool down in your revo, or are full manual. You can shrink your bar to as small as you like in the settings to only be the basic abilities, for example. You can also put the ability icon for the attack in your bar and hit it to force an attack. That's sometimes useful for Necromancy because of living death giving necrosis stacks on it and the Omni guard special ability, but I don't think there's anything for any of the style updates.

Edit: unless you mean basic abilities. There are so many similar terms in games. I don't have a full revo rotation down I just play it like Necro where the short CD abilities are in a small bar to generate bloodlust/work automatically and then I use spending abilities as I see fit.
 
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I feel like the Melee basic is worthless because of how fast Adaptive Strike comes off CD. I never find myself using it. You've got the other base abilities to weave in, I never find myself needing the filler. For Ranged I use it a fait bit because it has less base abilities, and you want to be more mindful of when you're using stuff like Snipe or Ricochet. Magic also has a lot of options for base abilities, so the auto attack is only good for casting whatever spell you have selected.
 
Dungeoneering's next for a 'refresh'.


Basic summary:
  • Overall goal is to make the actual skill worth training instead of having people train it via elite dungeons or the summer event.
    • Floor xp will be rebalanced to make all floors worth playing instead of just 35+.
    • Solo play will be more rewarding.
    • Guide mode will either be less punishing exp wise or will be removed with the critical dungeon path made more clear.
    • Dungoneering exp will be given on actions taken inside of the dungeon. This will probably lead to removing the Scroll of Daemonheim(which had the same effect)
    • They're thinking of adding some sort of loot or monetary reward to completing floors. Probably will be resource caches.
    • General rebalance of mobs and bosses in the floors. Will want to take into account mob defense reduction+health increase and necromancy.
    • Most likely a nerf will be coming to token gains via ED or that one archaeology collection. They want the actual skill to be the main way of gaining tokens.
      • I see this as a negative. The skill is mostly based around rushing dungeons for best exp/token rates and that simply is not fun and they should work on that.
    • removal of exp cards
  • QoL goals:
    • Skill doors will not hard require a skill to attempt(higher skill=less failure chance)
    • ironmen can play with mains now
    • Items will be banked on entering dungeons(like the OSRS gauntlet) instead of needing to bank it before entering.
    • Key/Skill doors to go from two clicks to one click to open.
    • Binding improvements via some smuggler system.
  • Prestige system:
    • System as a whole to be removed.
    • Completing a unique floor will give you a buff, exp boosts, token boosts, extra max health, damage reduction, etc
    • Only resets once you've completed the maximum amount of floors available to you. This count is for any floor you complete, not just unique floors.
  • Post dungoneering skill additions
    • new doors for invention, archaeology and necromancy. New gear for necro too.
The rest is just nice to haves.
 
Well, I guess it was only a matter of time before Jagex shot themselves in the foot and ruined all their forward momentum. Not only are they raising the monthly membership price again ($15, so on par with WoW now but still only one character per account), they also decided to fuck over players with grandfathered rates. Previously, if you had a grandfathered subscription but had subscribed to Premier for the extra benefits, Jagex would remember your monthly rate and swap back to it if you didn't resub to Premier but kept your monthly sub going. Apparently they forgot about that promise because now they say that if you're subbed to a 12-month package, you immediately lose your grandfathered rate, with no forewarning that they were going to do so. On top of that, players are also finding that any saved up subscription time from promotions that they hadn't used yet due to their usual sub is also gone from their accounts. And naturally, they dropped this bombshell and then immediately went radio silent; anyone who contacted player support found out they won't do anything about it either.

I still had a $5 sub from way back when. I'm a little peeved, I won't lie.
 
Double post, but the first blog about the housing rework is up. Quick summary:
  • They start off by reaffirming that housing isn't going anywhere, despite the fact that nearly every construction update in recent years hasn't even touched the house. The goal is for your house to be a place that you visit often in between your adventures, with a variety of useful tools to help supplement what you're doing, as well as bringing back some social aspects that have fallen by the wayside. And of course, being able to decorate it how you see fit.
  • The building system is being drastically overhauled. Furniture will no longer be tied to specific rooms, so you're free to place any object in any room you like (although they might put some limitations in if they make sense). Not only that, but you'll be able to place objects anywhere in the room, click and drag them elsewhere, or swap them out with another item easily. This also extends to whole rooms or groups of rooms, so you can rearrange your entire house if you desire.
  • Speaking of rooms, a variety of new room shapes and sizes will also be introduced, like corridors, octagons, smaller and larger squares, and cross pieces. No longer will you be restricted to a simple grid!
  • The old furniture-building method for training construction is being revamped since it doesn't really fit with the new system. Instead of spending resources to build a piece of furniture in a particular hotspot, you will instead build the furniture object to go into your construction storage, which can then be placed as you like. Not only that, but once an item is unlocked, you're free to place it as many times as you want without having to pay for every instance.
  • They then discuss some of the ideas for functional furniture beyond the items already existing in-game, as well as asking for feedback on what other items players might want to see (keeping in mind their desire for players not to be secluded in their homes):
    • A Portal Nexus like OSRS's, unlocking teleports around the game world
    • An artifact storage unit for archaeology to help organize artifacts better and free up bank space
    • A potion cauldron that can store potion doses and provide extended potion timers
  • A brief mention of the decorative aspect, stating their desire for furniture to be acquired from all over the game world, and again a request for feedback on what sort of things players would like to display in their homes.
  • The old housing system will be decommissioned as a part of this update, but if you've invested in your house before, it won't be all for nothing. Although the room layout won't be preserved, any furniture that remains will be automatically converted to an object in the new system, provided it still exists (and most of it should). So for example, if you have a demonic throne built in your house at the time of the update, you'll have the object unlocked and ready to place.
  • Finally, they briefly talk about shared community spaces, which sound a lot like neighborhoods in FF14 or WoW. The idea is to be able to visit your friends' homes as if they're right next door to your own, bringing a sense of community back to housing. They'll talk more about that down the line, with a mention of how this affects the house's placement in the world...not exactly sure what that means. Instanced overworld location for housing? More scenic terrain instead of the blank grassy void? We'll have to see.
Overall, it's pretty much everything I could have hoped for in a housing rework. More customizable, more functional, and more useful overall. And the ability to change the position of anything you want to at any time (even whole rooms!) is a major plus. If they pull it off, it might end up even better than OSRS's housing.
 
Finally, they briefly talk about shared community spaces, which sound a lot like neighborhoods
Perhaps instanced to a few homes (it would require either a big enough space or room count will have be to drastically smaller). It'd be cool if someone could "make" a neighborhood like a clan.

Sadly you can not name it deadly low-down niggertown, they would never abide that.

Edit: I wonder if basements/dungeons will be any different? Dungeons were a neat little thing but I don't see them being of much use today even with a rework. Nobody really cares about doing someone's custom little gauntlet (of weak enemies because POH stuff is old) when there might not even be a reward.

Although if they did make it fancy and include traps and stuff that could be fun, or even be a whole separate set of content. Player-owned Challenges? Like a custom daemonheim thing.
 
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Perhaps instanced to a few homes (it would require either a big enough space or room count will have be to drastically smaller). It'd be cool if someone could "make" a neighborhood like a clan.

Sadly you can not name it deadly low-down niggertown, they would never abide that.

Edit: I wonder if basements/dungeons will be any different? Dungeons were a neat little thing but I don't see them being of much use today even with a rework. Nobody really cares about doing someone's custom little gauntlet (of weak enemies because POH stuff is old) when there might not even be a reward.

Although if they did make it fancy and include traps and stuff that could be fun, or even be a whole separate set of content. Player-owned Challenges? Like a custom daemonheim thing.
I assume it will be something like that, where you can pick a few friends and have your homes together in a little neighborhood together, though you could still probably go it alone if you prefer your privacy. The alternative would be having the game automatically pick other people's homes to appear near yours, but I doubt they would go for something like that. Hopefully they also change it so you can visit someone's home without their having to be inside like the player-owned slayer dungeon.

And speaking of, while they didn't say anything about basements, I doubt they'd just remove them altogether as it adds another level (literally) of customization to a house. Sure, it's not like it's been relevant for years now, what with the toughest monsters only having a few thousand HP and barely able to tickle a fully decked-out player, but that just means it's a perfect opportunity to update and refresh the experience with new monsters and traps. And if nothing else, maintaining the ability to build underground will make any hobbit or moleman wannabes happy.
 
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